Masteries

Offense:
9

Defense:
21

Utility:
0

This build is a great support/tank, by the time you get force of nature you're pretty much invulnerable. Not only do you do good dmg with fast attack but you also have fast move speed. My all around favorite build so far.

Now i know a LOT of people say Ap taric is best, for me thats just not true. With the item set i have, as soon as you get guardian angel you are pretty much not going to die, i have never gotten to blood thirstier or guinsoo's outside of a practice game, because the normal game was always over by the time i got the armors (we won). But in practice it worked wonders (yes i did play against actual opponents not bots).

Summoner Spells:

Flash - Use this to pop into battle and get your stun off at the desired range, or to get out of a battle you dont want to be in

Exhaust - This is your chasing tool, if they try to run get them with it so your stun and cooldown and you will be able to stay in their face. Alternately if a physical dps champ has the edge in the beginning of a fight cast this on them to get the 4 secs of blind on them as well as lowered armor and magic defense, so you have 4 secs too dish out damage.

Ability's:

Gemcraft - Taric loves to socket magical gems into all of his weapons, resulting in his melee attacks replenishing his mana for 7.5% of damage dealt.

CD: 0/0/0/0/0
Mana cost: 0/0/0/0/0
Range: 0

This is your passive, it is extraordinarily great. This is the reason you dont have to get clarity, you already have it built in!

Imbue - Taric brings forth earthen energy to heal his target. As the magic flows through him he is healed for the same amount. If Taric heals only himself, the total effect will be 1.4X the base heal amount.

Taric brings forth earthen energy to heal a nearby ally and himself for 100/150/200/250/300 (+0.9). If Taric heals only himself, the heal will be 40% more effective.

CD: 16/15/14/13/12
Mana cost: 70/85/100/115/130
Range: 625

Imbue is important, dont forget to heal up your teammates if they are running out of battle or during a battle they might lose. It might not heal for much in the beginning, but with some AP you'll be able to outheal most hero's ultimates, its really good for countering what ever they throw at you. Also helps to keep you and your team in lanes.

Shatter - Taric is protected by a hardening aura, increasing the armor of himself and nearby allied champions. He may choose to splinter the enchanted rocks surrounding him to deal damage and decrease the armor of nearby enemies at the cost of the aura for a short time.

Passive: Taric's gains 10/15/20/25/30 bonus armor and provides an aura that increases the armor of himself and nearby allies by 10/15/20/25/30.

Active: Taric deals 100/150/200/250/300 (+0.5) magic damage to nearby enemies and decreases their armor by 10/15/20/25/30 for 4 seconds. The aura portion of his passive is not in effect during the cooldown.

CD: 16/16/16/16/16
Mana cost: 50/60/70/80/90
Range: 400

Shatter is a great aura, but its also a great ganking tool - espicially if your team consist mainly of melee champions. Hefty damage to help finish off a champion, I use it as an opener if its a mage I'm going against, or a closer if the champ deals physical damage, that way the extra armor helps you through the fight. Dont forget about your heal and stun which help you survive any battle.

Dazzle - Taric emits a brilliant ball of prismatic light from his gemmed shield, stunning and damaging his enemies.

Taric fires a sphere of prismatic light at an enemy, dealing 20/40/60/80/100 - 80/160/240/320/400 (+1) magic damage (lower damage the further the target is), and stunning them for 1 - 2 seconds (higher stun the further the target is).

CD: 14/13/12/11/10
Mana cost: 95/95/95/95/95
Range: 650

Don't forget about the damage to time to range on this skill, if you need a longer stun because they are running, hit them at max range, if you are lacking a little damage in a fight just use it up close and personal. Now we only get 1 rank until end game because all we need if for in the beginning is its stun, so until end game only use it at max range.

Toggle: Taric emits brilliant light, healing himself for 30/40/50 (+0.2) a second and increasing his and nearby allies' attack damage by 30/60/90 (half effect for nearby allied champions). The cost to sustain Radiance increases by 4/7/10 each second.

CD: 20/20/20
Mana cost: 20/20/20 Initial Mana Cost
Range: 550

Using this + Shatter Active in team fights will easily get your team the victory you want. It is very mana consuming, but its usually not up for more than 5-10 seconds. I only use this ability for tower pushing, since the damage effect does the same for you and your allies, and also for team fights. I don't use this very often in 1v1, to me its just not worth it, you could use the mana on a much needed imbue.